Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Holdable/RepairTool.cs
Regalis 0dbfb54b5f - crouching (allows placing signal items at the bottom of a room and may be useful when doctors are added (CPR animation, using medical items on dead bodies?))
- changes to the dying logic: characters will be unconscious when their health or oxygen goes below 0.0, and die when it drops to -100.0 (if either of the values is below zero, it will automatically decrease so the character will quickly die without medical care)
- fixed LightSprite being drawn on LightComponents even if the item is inside an inventory
- characters extend their arm more when placing signal items
2016-03-20 20:15:47 +02:00

266 lines
8.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Xml.Linq;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma.Items.Components
{
class RepairTool : ItemComponent
{
private readonly List<string> fixableEntities;
private float range;
private Vector2 pickedPosition;
private Vector2 barrelPos;
private string particles;
[HasDefaultValue(0.0f, false)]
public float Range
{
get { return range; }
set { range = value; }
}
[HasDefaultValue(0.0f, false)]
public float StructureFixAmount
{
get; set;
}
[HasDefaultValue(0.0f, false)]
public float LimbFixAmount
{
get; set;
}
[HasDefaultValue(0.0f, false)]
public float ExtinquishAmount
{
get; set;
}
[HasDefaultValue("", false)]
public string Particles
{
get { return particles; }
set { particles = value; }
}
[HasDefaultValue(0.0f, false)]
public float ParticleSpeed
{
get; set;
}
[HasDefaultValue("0.0,0.0", false)]
public string BarrelPos
{
get { return ToolBox.Vector2ToString(barrelPos); }
set { barrelPos = ToolBox.ParseToVector2(value); }
}
public Vector2 TransformedBarrelPos
{
get
{
Matrix bodyTransform = Matrix.CreateRotationZ(item.body.Rotation);
Vector2 flippedPos = barrelPos;
if (item.body.Dir < 0.0f) flippedPos.X = -flippedPos.X;
return (Vector2.Transform(flippedPos, bodyTransform));
}
}
public RepairTool(Item item, XElement element)
: base(item, element)
{
this.item = item;
fixableEntities = new List<string>();
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLower())
{
case "fixable":
fixableEntities.Add(subElement.Attribute("name").Value);
break;
}
}
}
//public override void Update(float deltaTime, Camera cam)
//{
// base.Update(deltaTime, cam);
//}
public override bool Use(float deltaTime, Character character = null)
{
if (character == null) return false;
if (!character.IsKeyDown(InputType.Aim)) return false;
//if (DoesUseFail(Character)) return false;
IsActive = true;
//targetPosition = targetPosition.X, -targetPosition.Y);
float degreeOfSuccess = DegreeOfSuccess(character)/100.0f;
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess)
{
ApplyStatusEffects(ActionType.OnFailure, deltaTime, character);
return false;
}
Vector2 targetPosition = item.WorldPosition;
targetPosition += new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
List<Body> ignoredBodies = new List<Body>();
foreach (Limb limb in character.AnimController.Limbs)
{
if (Rand.Range(0.0f, 0.5f) > degreeOfSuccess) continue;
ignoredBodies.Add(limb.body.FarseerBody);
}
Vector2 rayStart = item.WorldPosition;
Vector2 rayEnd = targetPosition;
Body targetBody = Submarine.PickBody(
ConvertUnits.ToSimUnits(rayStart - Submarine.Loaded.Position),
ConvertUnits.ToSimUnits(rayEnd - Submarine.Loaded.Position), ignoredBodies);
pickedPosition = Submarine.LastPickedPosition;
if (ExtinquishAmount > 0.0f)
{
Vector2 displayPos = rayStart + (rayEnd-rayStart)*Submarine.LastPickedFraction*0.9f;
Hull hull = Hull.FindHull(displayPos, item.CurrentHull);
if (hull != null) hull.Extinquish(deltaTime, ExtinquishAmount, displayPos);
}
if (targetBody == null || targetBody.UserData == null) return true;
Structure targetStructure;
Limb targetLimb;
Item targetItem;
if ((targetStructure = (targetBody.UserData as Structure)) != null)
{
if (!fixableEntities.Contains(targetStructure.Name)) return true;
int sectionIndex = targetStructure.FindSectionIndex(ConvertUnits.ToDisplayUnits(pickedPosition));
if (sectionIndex < 0) return true;
targetStructure.HighLightSection(sectionIndex);
targetStructure.AddDamage(sectionIndex, -StructureFixAmount*degreeOfSuccess);
//if the next section is small enough, apply the effect to it as well
//(to make it easier to fix a small "left-over" section)
for (int i = -1; i<2; i+=2)
{
int nextSectionLength = targetStructure.SectionLength(sectionIndex + i);
if ((sectionIndex==1 && i ==-1) ||
(sectionIndex==targetStructure.SectionCount-2 && i == 1) ||
(nextSectionLength > 0 && nextSectionLength < Structure.wallSectionSize * 0.3f))
{
targetStructure.HighLightSection(sectionIndex + i);
targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
}
}
}
else if ((targetLimb = (targetBody.UserData as Limb)) != null)
{
if (character.IsKeyDown(InputType.Aim))
{
targetLimb.character.AddDamage(CauseOfDeath.Damage, -LimbFixAmount * degreeOfSuccess, character);
//isActive = true;
}
}
else if ((targetItem = (targetBody.UserData as Item)) != null)
{
targetItem.IsHighlighted = true;
foreach (StatusEffect effect in statusEffects)
{
effect.Apply(ActionType.OnUse, deltaTime, item, targetItem.AllPropertyObjects);
}
}
return true;
}
public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
{
Gap leak = objective.OperateTarget as Gap;
if (leak == null) return true;
float dist = Vector2.Distance(leak.WorldPosition, item.WorldPosition);
//too far away -> consider this done and hope the AI is smart enough to move closer
if (dist > range*5.0f) return true;
//steer closer if almost in range
if (dist > range)
{
Vector2 standPos = leak.isHorizontal ?
new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f)
: new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y));
standPos = leak.WorldPosition + standPos * range;
character.AIController.SteeringManager.SteeringManual(deltaTime, (standPos - character.WorldPosition) / 1000.0f);
}
else
{
//close enough -> stop moving
character.AIController.SteeringManager.Reset();
}
character.CursorPosition = leak.Position;
character.SetInput(InputType.Aim, false, true);
Use(deltaTime, character);
return leak.Open <= 0.0f;
}
public override void Draw(SpriteBatch spriteBatch, bool editing)
{
if (!IsActive) return;
//Vector2 particleSpeed = new Vector2(
// (float)Math.Cos(item.body.Rotation),
// (float)Math.Sin(item.body.Rotation)) *item.body.Dir * 0.1f;
if (!string.IsNullOrWhiteSpace(particles))
{
GameMain.ParticleManager.CreateParticle(particles, item.WorldPosition+TransformedBarrelPos,
-item.body.Rotation + ((item.body.Dir>0.0f) ? 0.0f : MathHelper.Pi), ParticleSpeed);
}
//Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
//Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
//endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
IsActive = false;
}
}
}